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Rockjaw Runefinger's page

44 posts. Alias of Cam James.


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kk ill get on that :)
any more detail about Theron?
all i got is:
Theron - brother of Locke, paladin, dire puma mount
dwarf assosiciate of Theron


Nope, I have not. I figured I should get permission first :)
I am currently reading up to catch up with the posting, but I would love the chance to jump in, even if its in a little bit (such as with theron).


Ghaa! I really forgot to pay attention to this :(
and after the gameplay tab is over 100 posts long, i assume its probably to late :)

Pity as i had actually gotten in T^T


Sorry, I had mentioned that the crunch was for a different campaign, that was just to give you a general idea of what he would look like :/ That one had a fair few house rule boons, like +6 BAB...
HPs: 3d12 + 12 + 20 ⇒ (5, 1, 4) + 12 + 20 = 42 Crappy Hp rolls >:(
Starting Wealth?: 3d6 ⇒ (6, 3, 2) = 110
a quick question. Can I take the Hellknight Ancestry campaign trait and change it to Stonelord Ancestry?

Campaign Traits wrote:
Hellknight Stonelord Ancestry: At least one of your parents was a Hellknight Stonelord, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights Stonelords and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights Stonelords. You start with a set of Hellknight Stoneplate armor.

I will Embellish further on the Stonelords a bit later :)

And can i take a drawback for an extra trait? Currently written as if yes, but easy enough to change.

Here is the baseline Crunch. I will do more fluff and whatnot later, but for now... :)

Basic Crunch:
Rockjaw
Rockjaw Dwarven Barbarian (Armored Hulk) 1
LN Medium Humanoid (Dwarf) Initiative +2 Senses Darkvision 90ft Preception +11 (-1 in bright light, +2 to notice unusual stone)
--------------------
Defenses
--------------------

AC 22, Touch 11, Flat Footed 21 (+1 dex, +9 armor, +2 shield, -2 rage, +2 dodge against aberrations, +1 against charges, +3 against criticals. -6 ACP (-8 Shield))
hp 42/42 (4d12+20) Raging 50/50
Fort +9 Ref +2 Will 5
(Fort +2 while raging, Ref +1 against trample Will +2 while raging, -2 against effects with the light descriptor, All +5 against poison, spells and SLAs)
Immunities
--------------------
Offenses
--------------------
Speed 20ft
Melee Warhammer +6 (1d8 +5/x3)
Boulder Helmet +6 (1d4 +5/x2)
Ranged Grappling Hook +6 (--) 10ft range
Modifiers BAB (+4/+0), Str (+3/+3), rage (+2/+2), power attack (-1/+2), ancient enmity (+1/+0 against elf subtype), minesight (-1/+0 in bright light), indomitable stance (+1/+1 against charging foes)

Magical Effects
----------------------
Statistics
----------------------
Str 16, Dex 14, Con 20, Int 13, Wis 18, Cha 10
BAB +4 CMB +8 CMD +20
(+2/+2 while raging, +4/+0 for bull rush, +6/+3 for overrun, +0/+1 for trip, +2/+0 for grapple checks against aberrations)

Feats Imp Overrun, Power Attack, Steel Soul
Rage Powers Knockback, Overbearing Advance
Traits Big Boned, Glory of Old, Oppressive Expectations, Stonelord Ancestry, World Traveler
Racial Traits Ancient Enmity, Deep Warrior, Hardy, Lorekeeper, Minesight, Relentless, Stonecunning

Skills 5x level
Climb -5 (0 Ranks, +3 Str, -8 ACP)
Diplomacy +2 (1 Rank, +2 Ancestry, +1 Cha) (+4 with Stonelords)
Intimidate +8 (4 Ranks, +3 CS, +2 Ancestry, +1 Cha) (+10 against enemies of the Stonelords)
Knowledge (Dungeoneering) +7 (1 Rank, +3 CS, +2 Compass, +1 Int)
Knowledge (History) +5 (1 Rank, +2 Lorekeeper, +2 Mwt, +1 Int)
Knowledge (Nobility) +1 (1 Rank, +1 Int)
Knowledge (Religion) +3 (2 Ranks, +1 Int)
Perception +11 (4 Ranks, +3 CS, +4 Wis)
Sense Motive +12 (4 Rank, +3CS, +1 Trait, +4 Wis)
Stealth -6 (0 Ranks, +2 Dex, -8 ACP)
Survival +10 (2 Ranks, +3 CS, +2 Compass, +4 Wis)
Swim -5 (0 Ranks, +3 Str, -8 ACP)

Languages Common, Dwarven, Terran
Other Gear
Stoneplate
Stone Dwarven Boulder Helmet
Stone Warhammer (x2)
Stone Heavy Shield

100ft rope, grappling hook, camo-netting (Rocky), compass, hammer
5 pitons, 3 dwarven trail rations, 2 bottles of dwarven ale
Potion of CLW
105.58gp spent
4.42gp left

Stone equipment. 25% cost, 75% weight, 50% hps, Fragile quality.

----------------------
TRACKED RESOURCES
---------------------
Potion (CLW) (1)
Rage (19/19)

Ale (2)
Rations (3)
Rope (100ft)

----------------------
Special Abilities
----------------------
Ancient Enmity +1 to hit against humanoids with the Elf subtype.
Big Boned +1 CMB for overrun, +1 CMD for trip.
Deep Warrior +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Dwarven Boulder Helm +2 AC vs critical hits. +2 CMB to bull rush but you are staggered till the end of your next turn.
Glory of Old +1 to saves vs poison, spells and SLAs.
Hardy +2 to saves vs poison, spells and SLAs.
Improved Overrun +2 CMB and CMD for overrun combat maneuvers, does not provoke attacks of opportunity. Targets may not chose to avoid you.
Indomitable Stance +1 CMB and CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Knockback 1/round, make a bull rush attempt against one target in place of melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Lorekeeper +2 to K. History when dealing with Dwarves and their enemies. Can make such checks untrained.
Minesight darkvision 90ft, dazzled in bright light, -2 saves vs spells with the light descriptor.
Opressive Expectations when you fail a skill check, you take -2 on similar skill checks until you pass one, you fail a different one or 1 day passes.
Overbearing Advance deal damage equal to your Str score when you overrun.
Power Attack -1 attack, +2 damage.
Rage enter rage as a free action. Gain +4 moral bonus to str and +4 moral bonus to con, +2 moral bonus to will saves, +2 bonus to Fort, and -2 to armour class and +2 bonus to str and dex based ability and skill checks. Fatigued for double duration afterwards.
Rage Rounds 19: (4 base, 6 lvls, 5 Con, 4 FCB)
Reflect only take half damage from effects that allow a Ref saving throw. This only affects damage.
Relentless +2 CMB to bull rush or overrun maneuvers. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Steel Soul +4 bonus against poison, spells and SLAs.
Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Stonelord Ancestry Start with a suit of stoneplate. +2 to Diplomacy when dealing with Stonelords. +2 Intimidate when dealing with enemies of the Stonelords.
Weapon Familiarity battleaxes, heavy picks, warhammers and any weapon with the word “dwarven” in its name are martial weapons.
World Traveler +1 Sense Motive and its a class skill. (alternatively Influence)

----------------------
Encumbrance 140.25lb
Light 76lb, Medium 153lb, Heavy 230lb
----------------------
Rockjaw weighs aprox 250lbs.


Hmmm. Kick in the door style? I will probably have to build up a Rockjaw for this one :)
In the crunch is the profile for rockjaw in another campaign so I will be converting him for this. This is Claptrap BTW!

Rockjaw is a Dwarf armored hulk barbarian. He wears stoneplate, wields a stone shield and stone warhammer and wears a boulder helm. He is durable and immovable, yet very prone to pushing people out of his way! And headbutting doors down... He's done that a lot...

Dice:

roll 1: 4d6 - 4 ⇒ (4, 6, 5, 6) - 4 = 17
roll 2: 4d6 - 2 ⇒ (4, 2, 6, 6) - 2 = 16
roll 3: 4d6 - 1 ⇒ (6, 1, 4, 4) - 1 = 14
roll 4: 4d6 - 1 ⇒ (1, 5, 6, 1) - 1 = 12
roll 5: 4d6 - 3 ⇒ (4, 6, 3, 6) - 3 = 16
roll 6: 4d6 - 1 ⇒ (4, 2, 1, 2) - 1 = 8
roll 7: 4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11

roll 8: 4d6 - 1 ⇒ (6, 1, 4, 3) - 1 = 13

17, 16, 16, 14, 13, 12
43pb, and a good spread :)
Rockjaw should work quite well!


Just dotting in on this one, show that I am still interested :)
Write something more for next Monday? Hmmm. Yes I could do that...


One of the dis-synergies here is that there is a whole month for recruitment with the expectation of 3 posts per day (or something similar) and now we should not role play in the recruitment thread here...
After a certain point we can only twiddle our thumbs :)
Maybe open up the discussion thread with "You all enter a bar and..." then let us go from there. You get to see some of our writing then and we can play with our characters a bit while we wait. Also, if needed the bar bit can be discarded and forgotten once the game starts

Either way, I will probably write another massive block of 'something' for Rockjaw here soon. Keeps me interested :)


Heres the Nice an Purdy :)
Crunch!

Crunch:

Calculations
Spoiler:

Here is just a short list of pre-start calculations to avoid cluttering up the character sheet any more then it already is. This will be deleted after the game starts.
Dwarf barbarian (armored hulk) 1/Armiger

Stats:
Str: 16 (5,5,6, +4 Rage)
Dex: 12 (5,4,3)
Con: 20 (6,6,6, +2 Racial, +4 Rage)

Int: 12 (5,4,3)
Wis: 16 (6,4,4, +2 Racial)
Cha: 10 (5,4,3, -2 Racial)

(6,4) for BAB and Will
Avaliable Stats:
3,3,3
4,4,4,4,4,4
5,5,5,5,5
6,6,6,6,6,6

Saves:
Fort 7 (2 base, 5 con)
Ref 1 (0 base, 1 Dex)
Will 9 (2 base, +4 bonus, +3 wis)

Feats/traits/drawbacks:
Lvl 1: Steel Soul
Glory of old, world traveler,
Oppressive expectations, big boned

Rage: 4 base, 5 con, 1 FCB

Skills: 5x lvl
1 Intimidate
1 K Dungeoneering
1 Perception
1 Sense Motive
1 Survival

Equipment:
Mwk Stoneplate 1950gp (free)
Stone Dwarven Boulder Helmet 5gp (20* 1/4)
Stone Warhammer (x2) 5.5gp (22* 1/4)
Stone Heavy Shield 5gp (20* 1/4)
Potion (CLW) 50gp

Rope (100ft) 2gp
Camo Netting 20gp
Compass 10gp
Mwt x3 150gp
Dwarven Ale (x2) .08gp
Dwarven trail rations (x3) 6gp
Hammer .5gp
Grappling hook 1gp
Pitions .5gp
44.42gp
255.58gp/300gp

Weight:
Stoneplate (75), helm (7.5), warhammers (7.5), shield (11.25)
Rope (20)
Camo Netting (5)
Compass (.5)
Dwarven Ale (.5)
Trail Rations (4.5)
Hammer (2)
Grappling hook (4)
Pitions (2.5)
Mwt x3 (3)
143.25lb

WILL DELETE THIS SPOILER AFTER GAME STARTS

Rockjaw
Rockjaw Dwarven Barbarian (Armored Hulk)/Armiger 1
LN Medium Humanoid (Dwarf) Initiative +1 Senses Darkvision 90ft Preception +9 (-1 in bright light, +2 to notice unusual stone)
--------------------
Defenses
--------------------

AC 22, Touch 11, Flat Footed 21 (+1 dex, +9 armor, +2 shield, -2 rage, +2 dodge against abberations, +1 against charges, +3 against criticals. -5 ACP (-7 Shield))
hp 17/17 (1d12+5) Raging 19/19
Fort +7 Ref +1 Will 9
(Fort +2 while raging, Ref +1 against trample Will +2 while raging, -2 against effects with the light descriptor, All +5 against poison, spells and SLAs)
Immunities
--------------------
Offenses
--------------------
Speed 20ft
Melee Warhammer +10/+5 (1d8 +3/x3)
Boulder Helmet +10/+5 (1d4 +3/x2)
Ranged Grappling Hook +8 (--) 10ft range
Modifiers BAB (+7/+0), Str (+3/+3),  rage (+2/+2), ancient emnity (+1/+0 against elf subtype), minesight (-1/+0 in bright light), indomitable stance (+1/+1 against charging foes)

Magical Effects
----------------------
Statistics
----------------------
Str 16, Dex 12, Con 20, Int 12, Wis 16, Cha 10
BAB +7 CMB +10 CMD +21
(+2/+2 while raging, +4/+0 for bull rush, +4/+1 for overrun, +0/+1 for trip, +2/+0 for grapple checks against aberrations)

Feats Steel Soul
Rage Powers
Traits Big Boned, Glory of Old, World Taveler, Opressive Expectations
Racial Traits Ancient Enmity, Deep Warrior, Hardy, Lorekeeper, Minesight, Relentless, Stonecunning

Skills 5x level
Climb -3 (0 Ranks, +4 Str, -7 ACP)
Diplomacy +2 (0 Ranks, +2 Mwt, +0 Cha)
Intimidate +4 (1 Rank, +3 CS, +0 Cha)
Knowledge (Dungeoneering) +7 (1 Rank, +3 CS, +2 Compass, +1 Int)
Knowledge (History) +5 (0 Ranks, +2 Lorekeeper, +2 Mwt, +1 Int)
Perception +9 (1 Rank, +3 CS, +2 Mwt, +3 Wis)
Sense Motive +8 (1 Rank, +3CS, +1 Trait, +3 Wis)
Stealth -6 (0 Ranks, +1 Dex, -7 ACP)
Survival +9 (1 Rank, +3 CS, +2 Compass, +3 Wis)
Swim -3 (0 Ranks, +4 Str, -7 ACP)

Languages Common, Dwarven, Terran
Other Gear Mwk Stoneplate, Stone Dwarven Boulder Helmet, Stone Warhammer (x2), Stone Shield

100ft rope, grappling hook, camo-netting (Rocky), compass, hammer
Mwt: (Diplomacy (Dwarves), K: History (Dwarves), Perception) Helm of the Stonelords
5 pitons, 3 dwarven trail rations, 2 bottles of dwarven ale
Potion of CLW
44.42gp

Stone equipment. 25% cost, 75% weight, 50% hps, Fragile quality.

----------------------
TRACKED RESOURCES
---------------------
Potion (CLW) (1)
Rage (10/10)

Ale (2)
Rations (3)
Rope (100ft)

----------------------
Special Abilities
----------------------
Ancient Enmity +1 to hit against humanoids with the Elf subtype.
Big Boned +1 CMB for overrun, +1 CMD for trip.
Bulwark adjecent allies gain soft cover as long as they remain adjacent. This is negated if Rockjaw is flat-footed, unconscious, dead, paralyzed or stunned. (Soft Cover: +4 AC vs ranged attacks)
Deep Warrior +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Dwarven Boulder Helm +2 AC vs critical hits. +2 CMB to bull rush but you are staggered till the end of your next turn.
Glory of Old +1 to saves vs poison, spells and SLAs.
Hardy +2 to saves vs poison, spells and SLAs.
Indomitable Stance +1 CMB and CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Lorekeeper +2 to K. History when dealing with Dwarves and their enemies. Can make such checks untrained.
Minesight darkvision 90ft, dazzled in bright light, -2 saves vs spells with the light descriptor.
Opressive Expectations when you fail a skill check, you take -2 on similar skill checks until you pass one, you fail a different one or 1 day passes.
Rage enter rage as a free action. Gain +4 moral bonus to str and +4 moral bonus to con, +2 moral bonus to will saves, +2 bonus to Fort, and -2 to armour class and +2 bonus to str and dex based ability and skill checks. Fatigued for double duration afterwards.
Rage Rounds 10: (4 base, 5 Con, 1 FCB)
Relentless +2 CMB to bull rush or overrun maneuvers. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Steel Soul +4 bonus against poison, spells and SLAs.
Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity battleaxes, heavy picks, warhammers and any weapon with the word “dwarven” in its name are martial weapons.
World Traveler +1 Sense Motive and its a class skill. (alternatevly Influence)

----------------------
Encumbrance 143.25lb
Light 76lb, Medium 153lb, Heavy 230lb
----------------------
Rockjaw weighs aprox 250lbs.

Helm of the Stonelords:

[s]A large and heavy helm symbolizing the status and prestige of the Stonelord Paladins, it has been fashoned in much the same way as the dwarves it adorns, strong, stotic, impassive and made of the earth.
Granted only to a select few Stonelord Paladins of the Runefinger Clan this large and heavy helm made of rune-covered stone is a potent symbol of athority to those who reconize it. Although its main use is more ordimental, it has none the less seen more practical use on the field of battle by Rockjaw and as such is run through with cracks, fissures and dents, and painted with dried blood, both outside and in...

Slot head; Price 155 gp
Weight 10.5 lbs.

This helm works as a Non-Magical Boulder Helm as well as granting additional abilities when worn, transforming the wearer's face into a stone statue and its voice into an emotionless monotone. The helm also has significance within dwarven culture and so grants a +2 competence bonus to deplomacy and Religion Knowledge checks when dealing with dwarves and cultures of earth.
Its final function is to grant an enhancement to its wearers awareness of his surrounding due to its fine craftmanship, granting +2 to Perception checks.

The Helm of the Stonelords used to be a minor magical item that combines a Mask of Stony Demeanor, a Dwarven Boulder Helm and a few Masterwork tools (perception, sense motive, deplomacy and K religion regarding dwarves only). However, now it is simply a Non-magical Boulder Helm combined with a few Mwk tools. However, I did try and preserve as much of the old helm as i could :)
Stone helm: 5gp
Mwk tools: 150gp

The Helm of the Stonelords is a powerful heirloom artifact, one of a set, that is passed down through the Runefinger clan. However, when Rockjaw passed through the regression field (probably an area of Runic Magic) his helm suffered the same fate, regressing along with its wearer, all magic it once held had been supressed, leaving a weakened and cracked imitation of its former glory, yet another mark of eternal shame for Rockjaw. At the very least, Rockjaw cannot rejoin his ancestors until his helm has been restored.


Recent History:

Once, an age ago, Rockjaw left his clan, ashamed and disgraced. He has since been wandering. He searches for redemption. All he has thrus far found is corruption and dissapointment.

Rockjaw has been wandering for a very long time, even he doesnt really know what he is searching for, beyond redemption.
He does know that his ancestors were paladins of stone, so maybe if he seeks out injustice, doing enough good may redeem him. Maybe if he surrounds himself with stones then maybe their power will "seep in."
Yet he is simply a dwarf. And no amount of stone he carries can change him at his core. No amount of "doing good" done halfheartedly can bring him closer to the divine.
But like all dwarves Rockjaw is stubborn and relentless. He will persue this course to its end. Or his. He WILL be redeemed. He WILL restore his Helm and honor. He WILL rejoin his ancestors and take up his rightful title Stonelord Runefinger.

Lately he is hearing rumors of another Great Elemental war, maybe he can find his answers among the living stones. Or he might just find more corruption and damination...
Only tha passage O' time will tell. An only tha Stones will stand as its witness.


As cavetoad said is pretty much the most of it, +1. You don't have to use the last two die rolls, you can choose a 6 from your list if you wanted for more spell levels.
You can also change the spell lvls day to day.
Day 43: +6 lvl 1 spells
Day 44: +3 lvl 1 spells, +1 lvl 3 spell
Day 45: +2.... Ect.

can you vital strike on an AoO? If so, that's brutal :)
Check out Bard Archivist/Mind chemist :) that's a fun skill monkey know it all, aid anothering buffing machine :)


#1: great :)
#2: Will saves it is!
Rockjaw is all around durable, good AC, good saves, great HP. Decent damage at best, strong at 2 maneuvers, basic (but flavorful) skills.
With a few weaknesses built in :) slow, nimble as a rock, no ranged attack.

All around, he's a well built martial. Now add in gestalt; fighter for more feats, cleric for divine utility, or armiger to focus more on defense and CMs.
I also have built some potent 1-trick ponies ^-^ a furious finish barbarian 1/gunslinger x. An illusionist gnome, THE liar raksasha sorcerer... Ya :)


I think you missed my questions, which is fine, considering i buried them in a mountain of text...

Questions re-posted:

I do have a few questions on how i go about this.
#1: could I have a set of Mwk Stoneplate instead of the +1 Weapon? The cost is slightly cheaper (1950gp vs ~2050gp) and integeral to his design.
#2: Could i spend 1 of my 2d6 on improving AC? So i would get +6 BAB and +4 AC. Otherwise i will probably take a Will or Fort boost.
Gestalt
I am taking Armored Hulk Barbarian on one side, but for the other, may I:
#3: Take the Earth Infused Template on one side instead of gestalt. (probably not, just wondering) if not then it will be one of his future goals.
#4: would you allow me to go Armiger as the other side of the gestalt? It has a lot of overlap, and creates a very focused character, very similar to how i see him :)
#5: elsewise i will go something like fighter (so i actually have the feats needed for imp bull rush) unless that makes me too specialized, and you would rather i diversified more. Then im thinking something like an earth based cleric, or something.

although now i have ruled out #3, as i would much rather do something else.
Also, i just may be taking the +4 to will saves ^-^ i have a dwarf whose known to be pretty bull headed!
and just, outright immune to spells...


Crunch!

Crunch:

Modifiers
Spoiler:
Here is a current list of all Rockjaws modifiers.
Perception: -1 in bright light (Minesight), +2 to spot unusual stonework (Stonecunning)
AC: -2 while raging (Rage), +2 against aberrations (Deep Warrior), +1 against charges (Indomitable Stance), +2 against criticals (Boulder Helmet), +4 (Bonus Dice)
Saves:
Fort: +2 while raging (Rage)
Ref: +1 against trample (Indomitable Stance)
Will: +2 while raging (Rage)
All: +5 against poison, spells and SLAs (Hardy/Steel Soul/Glory of Old), -2 against effects with the light descriptor (Minesight)
Melee: +2 to hit, +2 damage (Rage), +1 to hit against elf subtype (Ancient Enmity), -1 to hit in bright light (Minesight), +1 to hit and damage against charging foes (indomitable stance)
CM: +2 CMB and CMD while raging (Rage), +2 CMB for bull rush (Relentless), +2 CMB for bull rush (Boulder Helmet), +2 CMB for overrun (Relentless), +1 CMB for overrun (Indomitable Stance), +1 CMB for overrun (Big Boned), +2 CMB for grapple checks against aberrations (Deep Warrior), +1 CMD against overrun (Indomitable Stance), +1 CMD against trip (Big Boned)

Phew! I think thats it :)

Calculations

Spoiler:

Here is just a short list of pre-start calculations to avoid cluttering up the character sheet any more then it already is.
Dwarf barbarian (armored hulk) 1/Something

Stats:
Str: 16 (5,5,6, +4 Rage)
Dex: 12 (5,4,3)
Con: 20 (6,6,6, +2 Racial, +4 Rage)

Int: 12 (5,4,3)
Wis: 16 (6,4,4, +2 Racial)
Cha: 10 (5,4,3, -2 Racial)

(6,4) for BAB and (Fort, Will, or AC?)
Avaliable Stats:
3,3,3
4,4,4,4,4,4
5,5,5,5,5
6,6,6,6,6,6

Saves:
Fort 7 (2 base, 5 con)
Ref 1 (0 base, 1 Dex)
Will 3 (0 base, +3 wis)

Feats/traits/drawbacks:
Lvl 1: Steel Soul
Glory of old, world traveler,
Oppressive expectations, big boned

Rage: 4 base, 5 con, 1 FCB

Skills: 5x lvl
1 Intimidate
1 K Dungeoneering
1 Perception
1 Sense Motive
1 Survival

Equipment:
Mwk Stoneplate 1950gp (free)
Stone Dwarven Boulder Helmet 5gp (20* 1/4)
Stone Warhammer (x2) 5.5gp (22* 1/4)
Stone Heavy Shield 5gp (20* 1/4)

Rope (100ft) 2gp
Dwarven Ale (x2) .08gp
Dwarven trail rations (x3) 6gp
Hammer .5gp
Grappling hook 1gp
Pitions .5gp
25.58/180gp (154.42gp left, will get mwt most likely)

Weight:
Stoneplate (75), helm (7.5), warhammers (7.5), shield (11.25)
Rope (20)
Dwarven Ale (.5)
Trail Rations (4.5)
Hammer (2)
Grappling hook (4)
Pitions (2.5)
134.75lb

WILL DELETE THIS SPOILER AFTER GAME STARTS

Rockjaw
Rockjaw Dwarven Barbarian (Armored Hulk)/Gestalt 1
LN Medium Humanoid (Dwarf) Initiative +1 Senses Darkvision 90ft Preception +7 (-1 in bright light, +2 to notice unusual stone)
--------------------
Defenses
--------------------

AC 26, Touch 15, Flat Footed 25 (+1 dex, +9 armor, +4 bonus die, +2 shield, -2 rage, +2 dodge against abberations, +1 against charges, +3 against criticals. -5 ACP (-7 Shield))
hp 17/17 (1d12+5) Raging 19/19
Fort +7 Ref +1 Will 3
(Fort +2 while raging, Ref +1 against trample Will +2 while raging, -2 against effects with the light descriptor, All +5 against poison, spells and SLAs)
Immunities
--------------------
Offenses
--------------------
Speed 20ft
Melee Warhammer +10/+5 (1d8 +3/x3)
Boulder Helmet +10/+5 (1d4 +3/x2)
Ranged
Modifiers BAB (+7/+0), Str (+3/+3),  rage (+2/+2), ancient emnity (+1/+0 against elf subtype), minesight (-1/+0 in bright light), indomitable stance (+1/+1 against charging foes)

Magical Effects
----------------------
Statistics
----------------------
Str 16, Dex 12, Con 20, Int 12, Wis 16, Cha 10
BAB +7 CMB +10 CMD +21
(+2/+2 while raging, +4/+0 for bull rush, +4/+1 for overrun, +0/+1 for trip, +2/+0 for grapple checks against aberrations)

Feats Steel Soul
Rage Powers
Traits Big Boned, Glory of Old, World Taveler, Opressive Expectations
Racial Traits Ancient Enmity, Deep Warrior, Hardy, Lorekeeper, Minesight, Relentless, Stonecunning

Skills 5x level
Climb -3 (0 Ranks, +4 Str, -7 ACP)
Intimidate +4 (1 Rank, +3 CS, +0 Cha)
Knowledge (Dungeoneering) +5 (1 Rank, +3 CS, +1 Int)
Knowledge (History) +3 (0 Ranks, +2 Lorekeeper, +1 Int)
Perception +7 (1 Rank, +3 CS, +3 Wis)
Sense Motive +8 (1 Rank, +3CS, +1 Trait, +3 Wis)
Stealth -6 (0 Ranks, +1 Dex, -7 ACP)
Survival +7 (1 Rank, +3 CS, +3 Wis)
Swim -3 (0 Ranks, +4 Str, -7 ACP)

Languages Dwarven, Common, +1
Other Gear Mwk Stoneplate, Stone Dwarven Boulder Helmet, Stone Warhammer (x2), Stone Shield

100ft rope, 3 dwarven trail rations, 5 pitons, hammer, grappling hook, 2 bottles of dwarven ale
154.42gp

Stone equipment. 25% cost, 75% weight, 50% hps, Fragile quality.

----------------------
TRACKED RESOURCES
---------------------
Rage (10/10)
Rope (100ft)

----------------------
Special Abilities
----------------------
Ancient Enmity +1 to hit against humanoids with the Elf subtype.
Big Boned +1 CMB for overrun, +1 CMD for trip.
Deep Warrior +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Dwarven Boulder Helm +2 AC vs critical hits. +2 CMB to bull rush but you are staggered till the end of your next turn.
Glory of Old +1 to saves vs poison, spells and SLAs.
Hardy +2 to saves vs poison, spells and SLAs.
Improved Bull Rush +2 CMB and CMD for bull rush combat maneuvers, does not provoke attacks of opportunity.
Indomitable Stance +1 CMB and CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Knockback 1/round, make a bull rush attempt against one target in place of melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Lorekeeper +2 to K. History when dealing with Dwarves and their enemies. Can make such checks untrained.
Minesight darkvision 90ft, dazzled in bright light, -2 saves vs spells with the light descriptor.
Opressive Expectations when you fail a skill check, you take -2 on similar skill checks until you pass one, you fail a different one or 1 day passes.
Power Attack -1 attack, +2 damage.
Rage enter rage as a free action. Gain +4 moral bonus to str and +4 moral bonus to con, +2 moral bonus to will saves, +2 bonus to Fort, and -2 to armour class and +2 bonus to str and dex based ability and skill checks. Fatigued for double duration afterwards.
Rage Rounds 10: (4 base, 5 Con, 1 FCB)
Relentless +2 CMB to bull rush or overrun maneuvers. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Resilience of Steel +1 AC against criticals.
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Steel Soul +4 bonus against poison, spells and SLAs.
Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity battleaxes, heavy picks, warhammers and any weapon with the word “dwarven” in its name are martial weapons.
World Traveler +1 Sense Motive and its a class skill. (alternatevly Influence)

----------------------
Encumbrance 134.75lb
Light 76lb, Medium 153lb, Heavy 230lb
----------------------
Rockjaw weighs aprox 250lbs.


Helm of the Stonelords:

A large and heavy helm symbolizing the status and prestige of the Stonelord Paladins, it has been fashoned in much the same way as the dwarves it adorns, strong, stotic, impassive and made of the earth.
Granted only to a select few Stonelord Paladins of the Runefinger Clan this large and heavy helm made of rune-covered stone is a potent symbol of athority to those who reconize it. Although its main use is more ordimental, it has none the less seen more practical use on the field of battle by Rockjaw and as such is run through with cracks, fissures and dents, and painted with dried blood, both outside and in...

Aura moderate transmutation; CL 6th
Slot head; Price 955 gp
Weight 15 lbs.

This helm works as a Mwk Boulder Helm as well as granting additional abilities when worn, transforming the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposes a –5 penalty on Bluff checks made to pass  a hidden message. The helm also has significance within dwarven culture and so grants a +2 competence bonus to deplomacy and Religion Knowledge checks when dealing with dwarves and cultures of earth.
Its final function is to grant an enhancement to its wearers awareness of his surrounding due to its fine craftmanship, granting +2 to Perception and Sense Motive checks.

[ooc]The Helm of the Stonelords is a minor magical item that combines a Mask of Stony Demeanor, a Dwarven Boulder Helm and a few Masterwork tools (perception, sense motive, deplomacy and K religion regarding dwarves only)
Mask: 500gp
Stone helm: 5gp
Mwk weapon: 250gp
Mwk tools: 200gp

Old Tales:

"Aie. I gots a tale or two. Walked all tha way from Janderholff, through tha underdark, past dem hated drow, pushed through n' a demon incursion, fought wit and fought gainst tha damnable Duergar, met strange aberrations the likes o' you would neva believe! An alone. Alone fer years on tha journey, does strange things to a dwarf, tha kinda solitude. Ye'd forget your own name if it wernt etched on your armor, scary thought indeed." He nods solemnly.
"Hmm. So what'n shall I bore ya wit today? Tha time I waded through ah horde o dem goblins, not stopping fer'n a second nor relenting a step till I was clear through tha other side an even then kept on a going? Na, that it be uninteresting to here slaughter o tha weak greenies, it gotta be something else. Tha time I fought aside the Duergar, shield ta shield, n toe ta toe against a trio o Rock Trolls? Ha! Tha be a good one! Ahhh I know. I Will tell ye tha tale o tha Svirfnebilin."
He settles back a bit, content in knowing that he has a captivated audience. Rockjaw may not be much to look at and he may be gruff, but he sure knows how to tell a tale.

"I was heading yon my journey, ever onwards when I heard tha sounds o a commotion in tha distance. Speeding up an heading towards tha sounds o tha fracas an wha do I find? Why I come across a gaggle o deep gnomes an they be in dire straits, fer sure. they all be mages o some sort, really don know what kind and really don care but there be a group o them, 7 left standin by my recollection an a good 8 dead round them. How they managed it I ner could figure out but they managed to walk right inta a rout o flail snails an they were surrounded by dem. Tha worst o it was tha them blinkin gnomes were as idiotic as them snails is dense. They be flinging magic round like twas candy onna wee lads nameday! I dunno ifn you know but them snails be something special. Ya see, them shells ona them backs ken warp magic an reflect it like a fine gem reflects tha light. Tha spells o them gnomes was flying every which way! Bouncin an reverberating amongst them an striking friend an foe. Worst was some of it went up." He says glancing at the ceiling high above their heads and gestures in a downward spiralling pattern.

"Ya see, there be a whole lot more o them onna the top, just hangin there like gravity don exist! Among them was a few smaller ones, thar young I imagine, an one o them got struck, knocked clean off and crashing to the floor! Well them snails didnt seem to like that much an turned as one on the stupid gnomes who were still flinging away wit tha spells! Next thing ta happen was tha snails started ta sink down from tha celling onna these great threads o mucus jus like a spider! I never seen tha like! Well I charged headlong inta them first snails I could reach, trying to get ta the gnomes what was still standin an yelled Stop wit tha bloody magic BY TUNDAR!!" His outburst caused more than a few dwarves that were leaning in too close to jump back. Placing his hands on the table and starting to push, slowly inching it along the ground accompanied by scraping.

"You ever try an push a snail tha size o a boulder an weighing a good 800 pounds? Course ya hadnt, ya softies! Well I tell ya, twas the hardest thing I ever had ta push, but push I did, all the way ta the middle where the gnomes be terrified, tha little sissies. Stupid sissies is what they are! Well another interesting thing about them snails. They got these giant flails onna the end of them eyestalks instead o eyes an boy can they swing them! Tha entire way I be pushing them I hear this rhythmic poundin like tha best o tha dwarven war drums onna my back. Thump thump thump thump thump, an away they go, thump thump thump. Almos destroyed my armor onna my back ta say nothing bout my spine!
Well when I reach tha middle I tell them gnomes ta follow me an ta get out o there an I keep pushin an pushin an pushin an pushin. No idea how far I gon an tha snail poundin away at ma back an ima at my limits yet I keep pushin. Then I realize that them gnomes be callin for me ta stop, we had gon right outa there an could escape! Not a single snail perished yet only 3 o tha gnomes made it tha day an I be as sore as I ever been in ma life yet we lived! It be a proper display o how ta do it to tha gnomes and a good chance for them ta spread tha word, ifn they even lived ta tell tha tale, them stupid sissy gnomes..."

By now he had drawn a large crowd and no small amount of respect from those listening in.

I still need to create some more recent fluff for him, but thats my start :)


So to start off with Rockjaw here:
*Hes a Dwarf Armored Hulk Barbarian (unsure of gestalt atm)
*LN if a lawful barbarian is ok, otherwise he will be N, as he tries to follow his ordered code, only to lose himself in his anger and lash out with rage. Ill be playing him the same either way.
*He has a strong focus on Durability, Stone, and Bull Rushing.
*When played, he is very blunt, stating things as they are, very quick to take action (as he is very impatient) and usually does so in the most direct manner possible.
*He fights with his helmet, smashing foes down with headbutts and gut smashes, as well as generally shoving people around and out of the way, or simply bowling them over :)
*He has, on occasion, overran an ally (who simply stepped aside) on his way to something (in this case, ale) and this is just a demonstration of his very direct nature :)
*He also has been in 3 other campaigns so far (sadly all of them short lived) so this will be a continuation of him (I am thinking that he stepped into a "Regression Zone" on one of his journeys, hence his abnormally high BAB and stats for a lvl 1 toon) and also why i have so much of his personality and lore ironed out :)

Stats:

Str: 16 (5,5,6, +4 Rage)
Dex: 12 (5,4,3)
Con: 20 (6,6,6, +2 Racial, +4 Rage)

Int: 12 (5,4,3)
Wis: 16 (6,4,4, +2 Racial)
Cha: 10 (5,4,3, -2 Racial)

(6,4) for BAB and (Fort, Will, or AC?)
Available Stats:
3,3,3
4,4,4,4,4,4
5,5,5,5,5
6,6,6,6,6,6


Questions:

I do have a few questions on how i go about this.
#1: could I have a set of Mwk Stoneplate instead of the +1 Weapon? The cost is slightly cheaper (1950gp vs ~2050gp) and integeral to his design.
#2: Could i spend 1 of my 2d6 on improving AC? So i would get +6 BAB and +4 AC. Otherwise i will probably take a Will or Fort boost.
Gestalt
I am taking Armored Hulk Barbarian on one side, but for the other, may I:
#3: Take the Earth Infused Template on one side instead of gestalt. (probably not, just wondering) if not then it will be one of his future goals.
#4: would you allow me to go Armiger as the other side of the gestalt? It has a lot of overlap, and creates a very focused character, very similar to how i see him :)
#5: elsewise i will go something like fighter (so i actually have the feats needed for imp bull rush) unless that makes me too specialized, and you would rather i diversified more. Then im thinking something like an earth based cleric, or something.

Future goals:
Rockjaw really cant do everything i envision him doing from lvl 1 (yay 1 feat!)
So here is a short list of his goals.
Feats
Power Attack
Imp. Bull Rush
Imp. Overrun
Iron Will
Vital Strike (because of that sweet BAB boost ^_^)
Furious Finish
Abilities/Rage Powers
Citadel/Slam (Armiger)
Knockback/Overbearing Advance (barbarian)

Later:
Charge through, spiked destroyer, tribal scars(?), basically anything to do with bull rushing, overrunning or headbutting :)
Elemental rage, good for what ails you, str surge
I really agree with you on your idea of feats. Often i create human fighters just so i can have feats to play around with and build my guys.

Else-wise, Rockjaw would likely attempt to ally with the earth elementals, and probably form a covenant with them or something.
He wishes to prove his worth as a paladin, first to himself, then to his clan back home (his clan is a line of legendary Stonelords, where Rockjaw inherited little of it, he is just a normal dwarf. Therefore he covers himself in stone, however, so far everything he has tried so far just corrupts him more then redeem him.) and regain his place among his ancestors.
And get drunk while doing it.

A driving force behind him is his desire to integrate with the stone, to become more like his ancestors. Therefore he wears stone, therefore he allies with the elementals, therefore he fails and looses his temper.

Ill put up his current Crunch (minus Gestalt for now) in the next post to break it up a little. The crunch in his profile is his old stats.
Edit: I should warn you, one of his charms is his modifiers :) he has a lot of them :)


Alright, very interested here, with a possible revival of ol Rockjaw here :)
He is a heavily built dwarf covered in stone (and at one point was infused with the earth (Earth Infused template)). Wore stoneplate, wielded a stone shield, headbutted enemies to death with his boulder helm... Ya, he might fit here :)

Dice:

Dice: 20d6 ⇒ (5, 4, 5, 4, 6, 3, 4, 6, 6, 6, 4, 3, 6, 5, 4, 4, 5, 1, 3, 5) = 89
More Dice: 1d6 ⇒ 6
Wow. Only a single die was below a 3 in 21 rolls...
3,3,3
4,4,4,4,4,4
5,5,5,5,5
6,6,6,6,6,6

Will think on this a bit :)


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Here's to Rockjaw whistling to himself, head stuck in a zombie...


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Rockjaw wutters something about the stench from his position of having his head burried it the creature...
how are we?


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Merry Christmas everyone!!!
Happy holidays :)


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Rockjaw sounds confused for a moment, Surrender? We ain't surrendering! No, charge by TUNDAR!
With his angry cry Rockjaw lowers his head and barrels full pelt into the golem, burrying his head in the putred mess...
after my run into the room, I charge the golem. This could get messy :D
Oh ya, sickened...

THUMP! THUMP! THUMP! SPELCH!!
To hit: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
modifiers: +2/+2 rage, -1/+2 power attack, +2/+0 charge, -2/-2 sickened.
AC: -2 charge, -2 rage.


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Thas tha signal folks. Steel your stomaches an on ya feet. Lets GO BY TUNDAR!!
With that Rockjaw steels his own stomach then breaks off into a full run, feet stomping, straight down the hallway, straight though the archway and after that, well hes not yet sure where hes going after that :)
THOMP! THOMP! THOMP!
Initiative: 1d20 ⇒ 7


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

No word from Roryx yet, tho it tooks like dalrin went with him
Rockjaw tells those behind him still recovering their senses as a way of status report.
just doing a little bump ^^
Rockjaw has 90ft darkvision >8) he sees EVERYTHING o.O


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Right. Ill stand sentenial. I stay here an watch fer Roryx ta come back as he scouts ahead an i can shout ta ya lot if'n he does while ya waitback a bit an recover ya senses.
He says, unwilling to back down and unwilling to show his own weakness to the stench.


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Oops. And here i thought everyone else was doing it wrong @-@
So i got a 7 (12 if magical) so assuming im sickened for 5 minutes as well.

Fine. We wait fer tha slow as molasses elf. Grumble. Grumble.


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

by far my favorite weapon in the arsenal is the dwarven boulder helm :) and by extention, Rockjaw. Something about headbutting foes to death, crushing stone with your skull or becoming a human (dwarven) battering ram and bashing down doors is just epic :D
Rockjaw reeled from the force of the blow, he didnt fall over but crashing into objects with that much force usually resulted in... Backlash. Quickly regaining his balance and readjusting his helm, he peered inside...
Fort save: 1d20 + 8 ⇒ (3) + 8 = 11 +5 if its magical or poison (doubt it)
Perception: 1d20 + 9 ⇒ (3) + 9 = 12 90ft darkvision.
Somehow i never imagined Rockjaw failing a fort save... Maybe just maybe?

Urrug! It smells like a dead elf in here! OIE! Put tha light away, i cant see nuttin wit you swinging tha thing around! Lets get on wit it. Tha elf is fast, she will catch up.

I dont think i have yet played with a character competent enough to write back and explain what we are doing. well done!
And sorry, Rockjaw just wouldnt want to wait for an elf :(
Should also note, Rockjaw has his shield in his right hand, his left is free an his two hammers at his waist.


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Right.
Heading over to the "door" and standing just to the side Rockjaw continues.
Good eyes. Roryx, go ahead an try ta fiangle tha door open if'n ya like. If ya cant, then i gots me old charm ta have a go at it.
He says with a wink.

If you cant get it open and Rockjaw gets a go:

Well, good try. Now I show ya how its done...
Then Rockjaw straightens his back, arching to his full height, head held back and...
Drives his head forward with worriesome force and power... CRACK!! His head exploding into the door...
Headbut Bull rush: 1d20 + 10 ⇒ (15) + 10 = 25
Reeling from the force of the blow, Rockjaw stumbles a step (staggered 1 round) and stammers...
R.. Right. Thas h... How ya open a door!
I love this guy XD


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

K. Dung: 1d20 + 5 ⇒ (2) + 5 = 7
Percep: 1d20 + 9 ⇒ (4) + 9 = 13
Had Rockjaw been paying attention he would have realized that there was something amiss with the walls, instead, Mikhails glowing rock starts playing havoc with his nightvision, making his rather honed vision spotty.
Regardless, Rockjaw forges ahead relentlessly, not bothering to let his eyes adjust first.
And reaches the bottom first with heavy footfalls.


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Rockjaw seems mildly shocked when the door gives way to his knocking, and mildly upset at the look of fear in the eyes of the children.
S. Sorry bout tha door there. Will have ta get Ivan Ironmug ta look inta fixin a new one... Rockjaw stammers sheepishly, a little embarrased.
Regaining his composure he takes action once again
Right! Tha basement! We ought ta go check tha out about now. then heading into the kitchen...
Turning around, hand on the back of his head, Ummm. Which way to tha basement?


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Did paizo go down yesterday or something? I havnt been able to get on for quite some time :s


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Upon seeing what had happened to Dariln, Rockjaw bursts our in a roaring laughter
BUHAHAHAHAHA! Oh ahahah! That is a larf! Whats tha matter eh Dalrin? Nutting to say? BUHAHAHAHAHA by TUNDAR that was good!
He gets a very good laugh at the poor dwarfs expense, at least this time...

At the Orphanage, Rockjaw takes point, walking in the front, not so much in case of bad kids, but in case of unruly thugs in the area, tho Rockjaw doubted they would attack a group.like this, never the less...

At the door, and probably a moment before everyone was ready, Rockjaw smote the door a heavy blow with his hand.

BAMB BAMB BAM!


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Nope. Not ah clue. No idea where they be. But anyways, lets get on wit it, some o us slept in an now we be late already, no use bein even later... What be your orders?
Rockjaw says with an almost sour look on his normally hard to read face.


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

As Rockjaw returns to his room, grumbling something about elves and idiocity and always hurring and by tundar... He gets ready for the nights rest, fractured tho it may be. Tossing the note out the window, stripping down his mountian of earth and setting it rather roughly at the foot of the bed, Rockjaw then crawls into a groaning bed and says Night. rather curtly to Mikhail before soon snoring away. Loudly. Like always...
In the morning he is dressed, full gear, and ready to be out the door, as punctual as possible... Rockjaw hates being late.
Just got me all set up for the morn, and ready to go whenever we do :)


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Ya... I seem to have gotten it too ©_©
I blame Rorik. Yup that makes most sense... Gotta be him ...
Grumble grumble


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Rockjaw listens in at the group, some half asleep (him not having gone down yet, or even changed out of his armor) and scoffs a bit.
Hrumph. Best way to lead a group is ta leave em behind? Best way to order someone is ta ignore ya own orders? Hrumph. Lead a stone ta water an have em drink, i say. Useless an good luck!

Then, before Therie goes, Oie! Ya aint supposed ta cure tha hangover, ya supposed ta drink it away! Finish tha bottle ya got stored away!
Rockjaw just assumes that every sensable person should have a bottle or two hidden away. Well 'night ya lot!


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Well Rockjaw is not the leader type by any means, although grudgingly, he will let someone else do that, maybe not dart but... He would much rather prefer point :)
Also, Rockjaw tries to follow orders and he tries to keep his anger in check and he tries to be a lawful paladin so he wouldnt advocate a plan like this, but im game if anyone else is :)

Aie. I be Rockjaw Runefinger. An you? Capt'n? Bah. Id rather follow Dairin tha proud dwarf, grumble grumble...
Tha Sir Rose said we go inna tha morn, so we should go inna tha morn. Simple as that.
An sneaking about tha middle o tha night, peekin into orphanages an such? Aint for thea likes o a paladin.

He does NOT mention that it would be practically impossible for him, nor his usual style and demeanor. He would take to it like a rock to water, a sinking sucess...


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Earlier
Ya isnt supposed ta expherah-mint with it, ya is supposed ta drink! Drink.
The obstinant dwarf insists, then takes a swig from his own bottle as a way of encouragement.
Bloody elves...

also, id love to see you try and throw this dwarf! All 400lbs of him ^_^


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Rockjaw looks agast at Therie
Ya have ta do math ta figure out how much till ya drunk??? Are ya daft? If'n you have ta think tha much, well then you aint had enough! Here. Drink. Now.
Rockjaw forces a bottle of dwarven ale into her hands, rather forcefully too. Intent ro not let her go till she has had at least some.

Later, in his room with Mikail, Rockjaw spies a note slid under tha door and snatches it up.
Seems our friend Dart wants ta meet up. Some extra infomashun or some such nonesense. Ya comin too?
He asks Mikail as he opens the door and sets to march down the hall (defently not quietly...)


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Rockjaw takes another drought of ale before letting out a burp
Tha orphanage eh? So thas where we are goin? Alrightie, will get a good rest tonight as to get at er at tha crack o dawn. An better pinch another bottle o ale.. Rockjaw mumbles, looking into the now empty jug. With that he gets up and heads to the bar.
why do i all of a sudden want to leave tonight? Like right now???
Also, not rolling perceptin this time. Rockjaw is too at ease and a little drunk to be noticing much of anything :)


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Ok, so i took the Big Boned trait and gave Rockjaw a few more potions since i didnt know wat else to spend the cash on. (he still has 600ish gp)
also deleting the pre-gen calculations now :)
He is 100% crunched :D


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

After the ceremony Rockjaw makes his way to the buffet in a rather straight and ungraceful manner, bumping shoulders with those in his way or even outright shoving them aside. Then again, 400lbs of dwarf and stone has never been graceful...
His destination, the dwarven mead, which he pinches a few for himself.

When he is summoned and meets up with the group he offers a "Lo" as way of greeting and listens while drinking.
Abruptly inturrupting, Rockjaw voices his opinion.
I say we execute, uhh, escort tha prisoner. Travelings good fer tha soul an a little walk be good fer your bones.
Tho probably, asking fer more information would be tha In-tell-a-shent thing ta do.
he nods knowingly.

Ive never been very good with accents, heres hoping i dont murder you all with impossible to read Dwarf ^_^


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

XD
see? Dwarves ARE better. By a large margin too =^^=


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

It isnt so much hate for all elves as it is a hate for dark elves. A big part of him is that he has wandered in the underdark for a while before coming to the Order of Dawn. As such he has things like Deep Warrior, minesight and survival (although quite frankly i have no idea how he could have survived in the underdark for any length of time with a complete inability to climb, swim, sneak, run or heal :p we wont talk about that...)
considering that i am in a party of elves, i figure ill play it more as a grumbling rivalry with surface elves, kind of like gimli and leogolas from LotR. That and take any chance to prove "dwarves are best" xD


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Well that went a lot quicker then i anticipated :)
His crunch is all done except for 1 trait and about 900gp.
So, good to go!


Rockjaw, Dwarven Barbarian 4 42/42 hp, AC 22, T 11, FF 21, Fort 9, Ref 2, Will 5 (+5 against poison and spells) 90ft Darkvision, +11 Perception, +1 Init, +12 Sense Motive, -5/-5/-6 climb/swim/stealth

Well here i am!
Sadly i still got to do a flurry of writing t get my guy good to go, but that is project neumero 1 now :)
Im ok with dwarves being a little less greedy, a little less xeno, fine by Rockjaw.
Btw, his name is pronounced pretty much exactly as spelt :(

would also like to know more about Ivan as I see him being a character Rockjaw would quite enjoy, using your head and drinking and crafting and all that :)
off to write!


Well this looks oddly familiar...
Maybe i will get another chance to headbut a boulder =^^=

Ill be submitting a dwarven armored hulk barbarian (apparently dwarves and martials are in high supply :s) who wears stoneplate and fights with a stone boulder helm.
His feats will be power attack, imp bull rush and steel soul.
His focus will be Con and his folly Int (i dont know where else to put it :s i dont want 6 Cha, but skill points...)

Ill have to rework this alias (currently a barbarian mish-mash with the earth infused template)[/ooc] and dig up his fluff...


Well here is the alias, crunch, a short story by him and som info on his minor magical helm (mask os stony demeanor combined with a boulder helm and some masterwork tools). But no backstory :( its all in my head but i cant seem to get it down beyond a point form list...

Also, here is some calculations for pre-gen character put here so it doesnt clutter up the profile more then nessisary :p

Calculations:

Here is just a short list of pre-start calculations to avoid cluttering up the character sheet any more then it already is.
Dwarf barbarian (armored hulk) 3
Elemental infused (earth) template
Stats:
Str: 18 (14 base, +4 template)
Dex: 9 (11 base, -2 template)
Con: 18 (16 base, +2 template)
Int: 10 (12 base, -2 template)
Wis: 16 (14 base, +2 template)
Cha: 8 (12 base, -4 template)
note: i dont get racial modifiers as the template replaces them. Probably for the better, considering a -6 Cha would be REALLY difficult to overcome :s

Saves:
Fort 7 (3 base, 4 con)
Ref 0 (1 base, -1 ref)
Will 6 (1 base, +3 will, +2 iron will)

Feats/traits/drawbacks:
Lvl 1: power attack
Lvl 3: imp bull rush
Iron will (from template)
Steel soul (from drawback)
Glory of old, world traveler, halfblood name
Oppressive expectations, fear of falling

Skills:
1 Intimidate
2 K Dungeoneering
3 Perception
3 Sense Motive
3 Survival

Equipment:
Stoneplate 1800gp
Mwk 150gp
Stone Dwarven Boulder Helmet 5gp (20* 1/4)
Mwk 250gp
Mask of Stony Demeanor 500gp
Stone Warhammer (x2) 5.5gp (22* 1/4)
Stone Heavy Shield 5gp (20* 1/4)
Mwt (x4) 200gp

Rope (100ft) 2gp
Potion (CLW) 150gp
Dwarven Ale (x2) .08gp
Dwarven trail rations (x3) 6gp
Hammer .5gp
Grappling hook 1gp
Pitions .5gp

3076.08/4000gp

Weight:
Stoneplate (75), helm (7.5), warhammers (7.5), shield (11.25)
Mask (4)
Mwt (4
Rope (20)
Dwarven Ale (.5)
Trail Rations (4.5)
Hammer (2)
Grappling hook (4)
Pitions (2.5)
142.75lb

Edit: yikes! Looks like ill need that extention, time to REALLY get writing :p
if I tell myself that enough times will it work?


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